2A. An Unheeded Warning

Herein is described a sublevel of the Deep Halls, the site of our dungeon exploration in Dreaming Amon-Gorloth. Numbered encounter areas refer to the keyed map in “Keys to the Deep Halls.”

A century ago, after the war in which the Radiant Host eradicated the dreaming priests, the nomarch ordered the entrances to the Deep Halls blocked. Departing troops broke the lintel and provoked a cave in, which barricaded the entrance under rubble. To further discourage entry, the nomarch had engraved a warning message on the cliff face. The dreaming priests, on their inevitable return, made a way through the rubble. They left the message intact.

1. Entrance

A spur of the track leads to a level yard of packed dirt. Beyond it, a hill rises in an abrupt slope. A narrow passage opens in the hillside, dark, like an empty eye. On the ground, a long, carved stone, broken in three, edges the entry, which is shored up by a wooden beam on two posts. Outside to the left, in the face of a rock cliff, is carved an inscription:

DANGEROUS DUNGEON
DO NOT ENTER

Inspecting the broken rock at the entry, characters may note the following:

  • It is a lintel carved from granite.
  • The lintel bears a maker’s mark: the silhouette of a stepped pyramid.
  • (Dwarves only) The lintel’s exposed breaks and the inscription on the cliff face are the same age, several decades old and much younger than the lintel itself.

Through the doorway, the corridor is 15' wide. The barrel-vaulted ceiling is 10' high. On either side, murals, painted in once-bright hues, depict hyena-headed humanoids dancing, naked, in two rows, above and below a wavy line. Below the line, the humanoids all face down the corridor southwest. Above the line, they face the opposite direction, northeast.

Mural with Hyena-Headed Humanoids and Moon-Disc Motif
Mural with Hyena-Headed Humanoids and Moon-Disc Motif.

The murals are trimmed at top and bottom in a moon-disc motif. The bottom edge shows the moon’s waning phases, from full to new. The top edge shows the waxing phases, from new to full.

North Wall: A small stone, painted dark within a lower half-moon, opens the secret door when pressed.

Common Knowledge and Research

Information that is commonly known among the general populace, given under the heading Common Knowledge, should be given out as characters interact with the environment. Common knowledge often concerns the present culture.

Information about the previous culture may require research. I’m working on a simple system for use when PCs conduct research in the base town at the temple archive and the magic-user’s guild library. Information that may be learned through this method is noted in each room accompanied by the domain(s) to which it belongs: arcane, history, or religion.

Common Knowledge:

  • Hyena-headed humanoid figures escort the soul of the dead to the underworld and back to the world of the living, where it is reborn.
  • The soul’s journey is completed in a day.

Research:

In contemporary writings, the Amwan Culture refers to that of the peoples who lived during the time of Amon. (See “the Myth of Amon-Gorloth.”)

  • In the Amwan Culture, the soul travels to the underworld and returns in one month (religion).
  • The Amwan Culture divides a lunar cycle into 12 phases, with five phases between each full and new moon (arcane, religion).1

2. Reliquary

A flame burns in a rough-hewn depression in a central floor stone. It casts light in a 15' radius to fill the room. Fashioned in the north and west walls are twelve niches, six in each wall, at chest height. In nine of them, a skull is set, upside down.

Torches, lanterns, and light and continual light spells do not shed light in this room.

Upon reinvesting the dungeon, the dreaming priests found the decaying remains of the Nine Companions who fought aside the Ardent Champion Menturoc in the redoubt’s storming. The priests removed the heads, boiled them to remove remaining flesh, and mounted them upside down in niches.

They carved the depression in the central stone, cast continual darkness on the stone, and bid a fire kobold [described later] to protect the skulls.

Continual light cast on the central stone dispells the continual darkness.

If any skull is disturbed, the fire kobold extinguishes itself, leaving the room in darkness. The kobold then causes mayhem in its invisible state.

Fire Kobold (1)

Common Knowledge:

  • Decapitation prevents the soul’s return from the underworld.
  • Turning its skull upside down prevents the soul’s rest.

3. Grand Entry Hall

The dimensions of this chamber are lost beyond torchlight. Footfalls echo off unseen walls. Just within range of illumination, a wide central column, engraved and painted, reaches into the darkness.

Out of sight, two more columns in a line beyond the first support the vaulted ceiling 90' up. Painted engravings on each column show lunar phases and a symbol on the near and far sides. They also show, wrapping around the column, various scenes with human and non-human figures.

First Column
Lunar Phases (Near/Far) Symbol Scenes
Full Ankh Human figures, male and female, adult and child, in common tasks, such as sowing grain, baking bread, picking flowers, catching fish.
Full
Second Column
Lunar Phases (Near/Far) Symbol Scenes
Greater Waning Gibbous1 Eye Hyena-headed humanoid figures dancing (as in corridor 1. Entrance).
Greater Waxing Gibbous1
Third Column
Lunar Phases (Near/Far) Symbol Scenes
Lesser Waning Gibbous1 Scales Large hyena-headed figure, this one human male wearing a kilt, weighs a heart on a scale against a feather. A smaller human figure stands in a boat. Other human figures, still smaller, walk through a gate. Another small figure hangs above the open jaws of a crocodile head atop a lion body.
Lesser Waxing Gibbous1

West Door: Crude scratches shape the form of a scarab beetle on this door. Smell of offal.

South Door: Skillfully engraved into this door and embellished with inlaid silver is a glyph in the form of two diamonds, one inside the other. Close inspection of the door reveals a faint odor of lavender and ammonia.

Hartshorn Gas: When the south door is opened, gas spews from above. It smells of lavender and ammonia. Any characters in the doorway must save vs. Poison (+4 on the dice) or die. Dreaming characters within 20' must save vs. Spells or wake. [The states dreaming and waking are explained later.]

Wandering Monsters

Wandering Monsters, Level 2A (2d4)
2 Dreaming Priests, adepts (1-3)
3 Bombardier Beetles (2-5)
4 Gnomes, trading caravan (6-36)
5 Gnolls (1-3)
6 Goblins (2-12)
7 Orcs (2-8)
8 Harpies (1)

1 In our world, we generally describe eight lunar phases, with three phases between new and full moons. In naming the additional phases, I split each gibbous and crescent phase in two and add prefixes lesser and greater.

The Shunned Cairns

A narrow band of craggy rocks breaks through the semiarid plain to form the foothills of the northern mountains. Scattered throughout, heaps of lose stones appear to have been piled high by giant hands.

Tender grasses and thorny scrub brush push up between rocks. Orb-weaver spiders stretch webs between the brush. Feral goats, escaped from plains herders, crop the grasses to the root and trim the lower leaves of the thick-branched lentisk trees that block passage through narrow ravines.

Location: One hex northwest of the base town (Base 2 on the Outdoor Survival map).

Points of Interest

Old Track

An old cart track runs northwest out of town. Apart from the Radiant Host, which patrols the border of the Shunned Cairns, few tread its path.

Stela

About three miles from town, a granite stela rises above a briar thicket in the middle of the track. The brush is cleared away from the stela’s near side coming from town. Breaking through the thicket, PCs may examine the other sides.

  • South: Interdiction
  • West: History
  • North: Sigil
  • East: Commemoration

Traces in the dust circumvent the thicket to rejoin the track opposite the stela.

Interdiction

On the stela’s near side, the nomarch’s seal is carved above an epigraph in the glyphic script of the common language:

FORBIDDEN
NONE SHALL PASS BEYOND THIS MARK

Below the inscription is engraved the Resplendent Medallion, the Great Seal of the Sun King, which lends the weight of the monarch’s authority to the nomarch’s edict.

History

IN THE TWELFTH YEAR OF HIS REIGN THE SUN KING AKHOTAHN CAME FORTH AT THE HEAD OF THE RADIANT HOST

THE SUN KING ANNIHILATED AN EVIL CULT IN A WAR THAT LASTED THREE MOONS

THE SUN KING LAID LOW THOSE WHO DREAM

NINE HUNDRED MERCENARIES WHO FOUGHT FOR THE CULT WERE CAPTURED AND BEHEADED

ALL OTHERS WERE OUTLAWED

THE SOLAR GODDESS SHINES FOREVER ON THE SUN KING

Sigil

Facing the Shunned Cairns, the stela’s north side bares a symbol in the form of an open eye beneath an inscription:

NO DREAMER SHALL APPROACH

Detect magic reveals the eye to have an aura of protection.

Commemoration

THE SUN KING RELINQUISHES TO THE WEIGHER OF HEARTS THOSE WARRIORS OF THE RADIANT HOST FALLEN IN BATTLE

THE SUN KING HONORS THE ARDENT CHAMPION MENTUROC AND THE NINE COMPANIONS WHO FELL IN THE STORMING OF THE INNER REDOUBT

Outlaw Hideouts

A band of outlaws scrounges a living within the Shunned Cairns. The outlaws move frequently, holing up in numerous remote locations. They hunt feral goats and raid demi-human trading caravans, who travel to and from the town and the Deep Halls.

Faneforlorn

Where the Shunned Cairns climb into the mountains, a stonework barbican projects from the base of a cliff. Behind it, a dwarf clan carved homes from a series of natural caves and set up workshops in the larger caverns. Over the centuries of their habitation, the dwarves have left no surface unchiseled, for they are skilled stonemasons and sculptors. The dwarves sometimes take commissions for work in the town, but they are hesitant to interact with the human community. The clan symbol and maker’s mark is the silhouette of a step pyramid.

The Deep Halls

A couple miles after the stela, the track leads by a dark opening in a hillside. This is the main entrance to the Deep Halls (Level 2A). Atop the hill, about 200 yards west, is a secondary entrance (Level 1B).

Upstream Egress

A half mile southeast of the Deep Halls is a narrow gorge. One side suffered a landslide some long time ago. Obstructed by the escarpment, where a tangled copse of lentisk trees now hold the scree, a narrow tunnel winds down to the subterranean river that flows into the Deep Halls. The exit is not discernible from the exterior. It must first be dug out from the inside.

Wilderness Encounters

On or off the track within the Shunned Cairns, roll a 6-sided dice in the morning and the evening. A 6 result indicates a wilderness encounter. The Radiant Host, marked with an asterisk (*), is encountered only on the town side of the stela.

Wilderness Encounter Table: The Shunned Cairns, Track (2d4)
2 Dwarves (3-18)
3 Radiant Host (20)*
4 Elves (2-12)
5 Outlaws (4-16)
6 Gnomes (6-36)
7 Gnolls (2-12)
8 Trolls (1-2)
Wilderness Encounter Table: The Shunned Cairns, Off-Track (2d4)
2 Outlaw hideout, occupied (60)
3 Outlaw hideout, unoccupied
4 Outlaws, hunting party (3-12)
5 Giant Centipedes (2-5)
6 Cockatrice (1)
7 Gnolls (2-12)
8 Trolls (1-2)

Dwarves:1

  • Stonemason work crew from Faneforlorn.
  • Avoid contact with humans.

Radiant Host:

  • Patrol of soldiers (chain mail and sword) led by a warrior (2nd-level fighter).
  • Patrol does not go beyond the stela.
  • Leader warns any citizens (all humans are citizens) headed toward the Shunned Cairns that entry into the territory is forbidden.
  • Penalty is one year of indentured servitude.
  • Patrol arrests any citizens coming out of the Cairns and takes them before the nomarch.

Elves:1

  • Reconnaissance patrol from elf-land (northeastern forest).
  • Elves monitor activity in the Shunned Cairns.
  • Parley with travelers to discover news.

Gnomes:1

  • Trading caravan from the northern mountains, pushing carts, makes stops at the Deep Halls and the town.
  • One cart for every six gnomes.
  • All wear chain mail, armed with light crossbow and war hammer.
  • Leader 2nd to 7th level.
  • These gnomes are metal smiths.
  • All goods (fine metalworks and jewelry) are hidden and trapped.

Gnolls:

  • Attack any party using hit and run tactics.

Trolls:

  • Hunt on the trail when hungry.

Outlaws:

  • Treat as bandits.
  • Raiding party:
    • Attacks weaker, treasure laden parties, from ambush.
    • Otherwise, surveys from hidden position.
  • Hunting party:
    • Avoids confrontation.
    • If party carries wealth, outlaws survey movement while reinforcements arrive.

Outlaw Hideout:

  • Outlaws move frequently, staying not more than 10 days in a place.
  • Move hideout whenever discovered.
  • Take care to remove evidence of occupation when leaving.
  • Occupied:
    • 60 bandits.
    • Plus 15 non-combatant females and 25 children (100 total).
    • Live under rocky overhangs and in temporary, make-shift tents.
    • Make small cooking fires in pits.
  • Unoccupied:
    • 1 in 6 chance to discover a discarded burnt branch, other burn mark, or forgotten bit of human detritus.
    • Otherwise, only evidence of occupation is small fire pits covered by stones.
Stela - The Shunned Cairns
Stela on the Old Cart Track into the Shunned Cairns.

1 I am considering ancient Near Eastern variants for demi-humans. They may not stray far from their special abilities given in Holmes, but their culture and appearance should not be medieval European.

The Sign of the Oneiromancer

Urgent cries in distant dark. Dying echoes, fading into empty space. A spark—a flash of light, flickering orange. Columns rise high above, stabbing gloomy shade. Tunnels twisting out of sight.

Stumbling, lost, behind lumbering figures, purple-cloaked. Under arch, stepping down. Between close walls, beneath heavy vault, cauldrons crouch on red coals. Chanting priests raise green goblets to a shadowed image. All eyes are closed…

Many are troubled by such nightmares. Some wake, seeking respite. Some lie yet in fitful sleep. Those who talk about them report the nightmares always end with a vision of the Sign of the Oneiromancer.

—Boxed text reprised from “Dreaming Amon-Gorloth.”

The Sign of the Oneiromancer

A glyph in the form of two diamonds, one inside the other, marks the entrance to this public house. Until recently, it was a quiet establishment, doing enough business but not over crowded. Since the nightmares began, townsfolk come here, seeking solace. They share their dreams and quench their fears in barley beer. Some stay through the night, when they can’t bear to surrender consciousness to the horror.

The Sign of the Oneiromancer is an inn, where adventurers can rest between expeditions. In its upper rooms, characters may sleep in relative comfort and safety. In its ground floor entertainment hall, they may restore themselves, meet prospective hirelings, and gather and spread rumors, true or false, about the nearby dungeon.

The Sign of the Oneiromancer
 

Oil lamps cast a yellow glow in the long, low hall. Wooden rafters support mud brick construction. Plaster walls bare painted scenes of the Solar Goddess on one side and the Sun King on the other. The warm, still air is filled with scents of citrus and flowers and fresh baked bread.

Patrons crowd around low tables, sitting on floor cushions. Some, in pairs or groups, play games: senet, mehen, and hounds and jackals.

Others share a meal. They eat with their fingers: grilled fowl, glistening with grease, roasted vegetables and green scallions, and date cakes drenched in honey. With long knives, they cut thick slices from hot loaves of wheat bread. They drink beer from ceramic cups and talk in subdued tones and close whispers.

At the hall’s far end, a harpist plucks a languid tune. A trio of dancers bestows lily flower collars to new comers and offers a dance in exchange for coin.

Background

At campaign start, player characters who live in town, or who have spent a night there, are troubled by the nightmares. All PCs are familiar with the Myth of Amon-Gorloth, and they are aware of the following legend. In addition, each PC might begin play knowing one rumor from the table below. Otherwise, rumors may be learned through interaction with townsfolk.

Legend of the Dreaming Priests

Long ago, evil cultists, called the “dreaming priests,” built a dungeon in the Shunned Cairns. The dungeon is known as the Deep Halls, and within its depths, they sought to revive a long dead god, until the Sun King’s Radiant Host destroyed the cult. Details of the story are lost to history, for to talk about the priests is to wake them from dream.

Rumors

The following rumors circulate in town and especially at the Sign of the Oneiromancer. Some of them are true.

Rumor Table (d12)
1. Some folks don’t talk about it, but everyone in town is having these dark dreams.
2. An old track leading northwest into the Shunned Cairns goes to the Deep Halls.
3. The Deep Halls are like a maze: once you get in, you can’t get out.
4. Getting out of the Deep Halls is easy; just keep right.
5. The Radiant Host vanquished the dreaming priests in a war a hundred years ago.
6. Since the war, it is forbidden by the Sun King’s decree to enter the Shunned Cairns.
7. Now the dreaming priests have come back as walking dead.
8. In the Deep Halls, the ever-flowing waters of a fountain shrine to the Solar Goddess heal the wounded and cure the sick.
9. Demi-humans are known to traverse the Shunned Cairns.
10. A dreaming priest once wielded a powerful magic staff, but after he was defeated, the staff was never found.
11. An old hag, hunched and grumbling, is sometimes seen hobbling along the streets at night on a cane.
12. Outlaws in the Shunned Cairns waylay travelers and raid unguarded sites.

The Myth of Amon-Gorloth

In “Channeling Amon-Gorloth,” we took a first look at what we can divine from the map god’s text. Now, I want to mine the sleeping god’s name for clues to its mythology. Here we deconstruct the name, and drawing inspiration from the constituent parts, we make the myth.

Deconstructing Amon-Gorloth

Amon, from Egyptian mythology, is god of air, fertility, and the creative spark. The name means “invisible” or “the hidden one.” Amon began as a tutelary god, protecting a city and its region. The Egyptian Amon later merged with Ra to become Amon-Ra, chief god of the pantheon.1, 2, 3

Gor appears in ancient Armenia and India. According to baby name websites, Gor has various meanings: “shout, attack, word,” “proud,” and “wild ass, grave, desert.”4, 5, 6

Loth, in English, is another spelling of loath, which means “reluctant.” It comes from an Old English word for “hateful.”7, 8

The Myth

The following myth is commonly known among all people. The text is vulnerable to a redraft, but the essential is there.

Amon

In the time before Gor united the peoples who lived by the Great River, the Hidden One moved across the land. The god came to a river’s edge, where grew the papyrus grass. It breathed upon the surface of the waters and so held the Great River in its bed.

To the people there the Hidden One spoke: “You shall build here beside Ankhet’s waters a city. You will till the soil and reap the harvest. You will have many children, and your children’s children and their children after them will be prosperous. The city will be called House of Amon, and Amon shall be your god.

And so it was that the city named Amwan, which means “House of Amon,” grew. Amwan’s people worshiped Amon as their god. With its breath, Amon held Ankhet, the Great River, in its bed and brought the rains but kept the floods away. Amon bestowed upon the people the creative spark, and Amwan became a great producer of crafts, arts, and engineering, and so was prosperous. From among the clans, Amon chose a line of kings. The kings worshiped Amon, and Amwan became a powerful city-state.

Gor

Then came Gor. Returning from long travels, the hero-mage, heir to the throne, entered the city riding an ass.9 When Gor came into the kingship, he sought ever greater power. He united the peoples who lived either side of the Great River and up and down its length. The whole land became known as Amwan.

Amon-Gor

Gor became the most powerful king the land had ever known, but he was filled with pride. He wanted more. Leaving the city one day, Gor entered the wilderness. After forty days, Amon found him among the brambles and brush grass.

The god addressed the hero-mage. “Why do you seek me in the wilderness?”

Gor said, “Make me a god and let me live in your House.”

But the god refused, saying, “These things are not for the vessel of man.”

Gor replied, “Then I will destroy you and take your place in the House of Amon.”

And the hero-mage and the Hidden One fought. Gor shouted a word of power that would have destroyed the god, but Amon poured its spirit into Gor’s body. Thereby, the god lived in the vessel of man.

But a man’s life force was not sufficient to sustain the god. Weakened, Amon-Gor rested, falling into slumber.

When the people discovered Gor’s body in the wilderness, limp as though without life, they mourned his death and buried him in the mausoleums of his forefathers.

When the Great River dried up the next year and flooded the year after, the people of Amwan knew their god had deserted them. The Great River Ankhet left its bed and no longer flowed by the city-state that was once the House of Amon. The people departed, and the city fell to ruin.

Amon-Gorloth

Now, the people worship the Solar Goddess. The Amwan is ruled from Irthmalq, the great city-state whose name means “Throne of the Sun King.” The Sun King embodies the Goddess’s divine power, and he is ever vigilant.

For while Amon-Gor slept, it appeared to Amon’s priests in their dreams. These priests formed a cult, who now seek to wake the sleeping god, whom they call Amon-Gorloth, which means “the Hidden One, Word of Power, the Loathe,” for the god is reluctant to wake from its dreams.

The priests now lie in the mausoleums where sleeps the dreaming god. Through dark magic, they channel Amon-Gorloth’s dreams and restore its power. When wakened, Amon-Gorloth shall make terrible war on the Solar Goddess.

The Amwan - Outdoor Survival Map Board
“The Amwan,” Land of the House of Amon.
Map from Outdoor Survival. Scale five miles to the hex.
The ancient city-state Amwan lies in ruins within the central forest (Base 5). The Sun King resides at Irthmalq, the city-state on the banks of the Great River Ankhet (Base 3). The other bases are town-sized capitals of subordinate regions, called nomes, each governed by a nomarch, who is appointed by the king. The campaign begins in [yet unnamed town] (Base 2). In the adjacent hex northwest, the dreaming priests constructed the twisted halls, of which the cyclopean original is somewhere in the Valley of Kings, the central desert region.

Notes 1 through 8 are tertiary sources found on the web. Though uncertain, they are good enough for our game purpose. I cite them for easy reference.

1 Amun on GodChecker

2 Ra on GodChecker

3 Amun-Ra on GodChecker

4 Gor on Behind the Name

5 Gor on the Bump

6 Gor on Mom Junction

7 Loth on Merriam-Webster

8 Loth on Wiktionary

9 Buried in the myth, though not lost in the campaign setting, Gor is credited with the domestication of the ass. Using pack animals instead of human labor (possibly slaves) to carry trade goods is more efficient, both less expensive and with a greater range. Here “riding an ass” implies that Gor united the land of Amwan, not by conquest but through trade. Compare Narmer.

Company of the Blind Seer

“I’m starting with the most deadly dungeon level configuration and an overly generous treasure sequence to see if it’s possible that player characters might survive to reach 2nd level. If it doesn’t work, it won’t take long.”

—from “Dreaming Amon-Gorloth

After the second foray into the Deep Halls, in which the party descended briefly to Level 4, they hauled out goodly treasure. Four characters advanced to 2nd level. One of those, the party leader, is blind, and two party members did not survive.

The Gygax Tax or Where Does All the Treasure Go

Different methods to reduce excessive wealth are discussed under the heading Wealth Extraction in “Running the Campaign.” Our recent delve yielded sufficient treasure to make an example.

Money Changer

All told, the party ported 7,600 coins of ancient mint—in silver, electrum, and gold—and two bejeweled necklaces out of the dungeon storeroom-cum-den of thieves.

The coins are declared at the town gate and taken to the money changer. Their total value, 3,375 g.p., is taxed 10%. The jewelry, worth 4,000 g.p., is not taxed.

Gygax suggests a 1% import duty on goods, such as jewelry (AD&D DMG, 90), but in the campaign we ignore single-digit percentages. The full value of gems and jewelry may be bartered. The money changer collects a 10% luxury tax should they be sold for coin.

So while experience is calculated from the full gold.jpgece value, the party comes away with 4,000 g.p. in jewelry and 3,038 g.p. in coin of the realm.

Restorative Spells

Hathor-Ra escorts Melqart to the temple. They learn that a cure for blindness requires 16,000 g.p.

Blindness from cobra’s spittle may be healed with a cure serious wounds spell (house rule). With the overly generous treasure stocking method, a restorative spell costs its level squared times 1,000 g.p.

Bank

Melqart, cursing ill luck, and Hathor then proceed to the bank, where they rent a small coffer (10 g.p.) to store the gold and jewelry.

Professional Expenses

From their shares, Hathor-Ra tithes 176 g.p. to the temple, and Melqart joins the Magic-User’s Guild, paying 500 g.p. in annual dues.

Upkeep

Upon receiving experience point awards, each PC immediately pays 1% of earned XP—that is, earned during the adventure, not total—in g.p. for upkeep. This includes room and board. PCs pay upkeep for their hirelings.

I pull this rule from OD&D (Vol. 3, 24). Though beneath our 10% threshold, taking a percentage from earned XP is less tedious than a daily or weekly payment.

Inability to pay one’s upkeep in full indicates a level of impoverishment, reflected in the character’s standing and reputation, i.e. NPC reactions. Failure to pay a hireling’s upkeep provokes an additional loyalty check.

I find upkeep’s impact on town encounters to be worth the effort. If a group feels otherwise, upkeep is easily ignored. In that case, we assume that PCs have in pocket whatever small sums are necessary for daily needs.

Company Charter

After a good night’s rest, Melqart considers the options. He proposes that the party form an adventuring company. The party agrees that Melqart will manage the company, with a hired assistant, until his sight is restored. Thereafter, the manager role will rotate through party members.

Treasure division:

  • All treasure obtained on adventures belongs to the Company.
  • Monetary treasure is divided into shares, which are disbursed by the Company.
  • Adventuring party members earn one share, while the Company Manager earns one-half share.
  • Magic items are distributed to individual members to the Company’s best benefit.

Company Manager responsibilities:

  • Submits to member oversight.
  • Keeps financial records.
  • Directs research in the absence of the party leader.
  • Organizes rescue parties.

The Company pays:

  • Necessary adventuring equipment, including that for hirelings.
  • Hireling advances on share.
  • Restorative magic to heal injuries suffered while on party business.
  • Research, magical or scholarly, conducted for party benefit.

The Company does not pay:

  • Upkeep.
  • Hireling fees or bonuses.
  • Professional expenses (tithes, guild fees, gambling debts).
  • Any other extras.
Cobra Staff
The Spitting Cobra, Melqart’s Last Visual Memory.
With 40 g.p. Melqart commissions an artisan to carve an ornament from acacia wood. It is to be affixed on a staff’s head. The spitting cobra becomes the symbol of the Company of the Blind Seer.

Current Party Composition

The following character records include those for the deceased, three new hirelings, and Melqart’s assistant Ur-Zaruund.

The party is not overly wealthy, I think, for 2nd-level characters. Especially considering that they are essentially 16,000 g.p. in debt to the future restoration of Melqart’s sight.

Melqart

Seer

Blind

Magic-User

2

Neutral

 

17 g.p.

50 g.p.

1,000 g.p.

4,700 XP

Hathor-Ra

Adept

Surviving

Cleric

2

Lawful Good

water walking potion

28 s.p.

533 g.p.

1,000 g.p.

2,999 XP

Penlod

Veteran Medium

Did Not Survive

Elf

1

Chaotic Good

Iltani

Warrior

Surviving

Fighter

2

Neutral

water walking potion

4 g.p.

400 g.p.

1,000 g.p.

3,999 XP

Idan Thyrsus

Apprentice

Did Not Survive

Thief

1

Neutral

Zagros

Warrior

Surviving

Fighter

2

Neutral

 

0 g.p.

481 g.p.

1,000 g.p.

3,999 XP

Astarte

Medium

Surviving

Magic-User

1

Neutral

spell scroll: shield

protection scroll: undead

0 g.p.

100 g.p.

0 g.p.

0 XP

Kildigir

Veteran

Surviving

Fighter

1

Lawful Good

 

0 g.p.

100 g.p.

0 g.p.

0 XP

Haxamanish

Apprentice

Surviving

Thief

1

Neutral

3 arrows

0 g.p.

100 g.p.

0 g.p.

0 XP

Ur-Zaruund

Medium

Surviving

Magic-User

1

Neutral

 

10 g.p.

100 g.p.

0 g.p.

0 XP

The Frieze, the Papyrus, the Spitting Cobra

The scene continues from the opening of “Holmes on a Coin’s Weight.”

Melqart and Hathor-Ra loaded treasure. The medium held a sack open at the hem, while the acolyte dumped the contents of an iron coffer into it. Gold coins rattled and clinked, like a stream of metallic pebbles.

Plate-armored Iltani, with sword and shield, stood over a sharper. The thief, bloody hands bound and tethered to an ankle, crouched beside a wall. The charmed harpy fed on three others in the room beyond a door, which was guarded by Zagros, also armor-clad with sword and shield.

The party’s own thief, Idan Thyrsus, lay face down. A dagger protruded from between shoulder blades.

Coins sacked, Melqart and Hathor strung necklaces around their necks, sequestering the jewels beneath robe and tunic.

Iltani, Zagros, and the hobbled sharper would each carry a large sack, Melqart a small. Hathor, otherwise unburdened, would port the corpse of Thyrsus back to base town, where she hired him the previous day.

“Wait,” said Melqart. “Where’s the papyrus?”

Hathor raised her eyebrows. “The oneiromancer said it would be in this room.”

“Maybe here…” Melqart approached the frieze, pushing aside an empty coffer with a foot.

The frieze covered the wall up to fifteen feet high under the barrel-vaulted ceiling. A line of life-size human figures, one foot before another, faced a larger figure, seated on the left. The upright figures were male and female. Males were bare chested, wearing only kilts. Females wore long gowns to the ankle. All were barefoot and held some object in both hands before them: the first a scroll, the second a tall jar, followed by a cornucopia, a jug, a bowl, and so on. The seated figure, male, wore a kilt. Two concentric circles haloed the head. Straight lines, like rays, protruded from the outermost.

Hathor stepped closer with the torch. Melqart felt the relief with fingertips, tracing outlines in smooth alabaster.

“It’s a procession,” said the cleric. “Subjects bring offerings. The king’s halo represents Gor’s double crown.”

“I don’t see any—” Melqart’s fingers slipped over the lip of the tall jar. “What’s this?” He rapped on the jar with a knuckle. It rang hollow.

Melqart gripped the jar by the lip and held it at the base. A tug revealed a crack between jar and relief. Wiggling the jar from side to side, he pulled, and it gave.

“Give me a hand,” said the magic-user.

Hathor lay the torch on the floor. Shadows leapt high up the wall. Together they pulled the jar from the niche and set it down on the floor.

Hathor went for the torch. Melqart stood up to peer inside the jar. From the shadow within, a cobra’s head raised to meet his gaze. Its hood spread, black eyes glinted, and it spat into Melqart’s face.

The medium recoiled with a grunt. Hathor struck out at the snake. The mace came down hard on the jar lip.

The cobra spilled from broken alabaster, coiling its three-foot length. Iltani and Zagros advanced from either side. The serpent soon writhed in two parts.

“Are you well, Melqart?” said Hathor.

Melqart blinked his eyes, opening wide. “I can’t see.”

The blind Melqart and the hobbled sharper in tow, the limp Thyrsus over a shoulder, Hathor-Ra led the party up to the dungeon’s first level. There, she rendered the papyrus, a rolled page with magical writing on it found in the jar, to the witch who called herself an oneiromancer.

Sharpers and Cobra
Sharpers and Cobra.
Sharpers (7th-level thieves) hideout on the dungeon’s 3rd level. A spitting cobra guards a papyrus concealed within an alabaster frieze.

Keys to the Deep Halls

The Deep Halls of Amon-Gorloth, Keyed by Sub-Levels and Encounter Areas
The Deep Halls of Amon-Gorloth, Keyed by Sublevels and Encounter Areas.
Encounter areas are numbered. Sublevels are noted with the level number followed by a letter designator, highlighted in purple. Map by Dyson Logos.

Getting Into the Deep Halls

Dreaming Amon-Gorloth is a dungeon and wilderness adventure campaign for character levels 1 to 9 intended for use with any old-school edition of the world’s most superlative role-playing game.

The should-be simple exercise of keying rooms is already a nightmare. The dungeon, consisting of 180 encounter areas, goes down seven levels. Each level is divided, by contiguous rooms, into 51 sublevels.

The first four dozen encounter areas by sublevel serve to demonstrate its twisted quality.

Sublevel Encounter Areas Sublevel Encounter Areas
2A. 1-3 3C. 23-25
2B. 4-8 2C. 26-29
1A. 9-12 3D. 30-31
3A. 13-14 3E. 32-33
4A. 15-18 4B. 34-40
3B. 19-22 4C. 41-48

A party might enter the dungeon and proceed immediately along 3. Grand Entry Hall (2A.) down to area 34. Nightmare Bazaar (4B.), or they might follow at least five other circuitous routes to the same destination.

Your Favorite Monsters from Holmes

I have worked out much of the campaign scenario, and Melqart and his “Company of the Blind Seer” have explored several chambers close to the entrance—as far as 57. Chamber of the Processional (3F.).

I’m taking your suggestions for favorite Holmesian monsters to place in sublevels and particular halls and chambers in the Deep Halls of Amon-Gorloth.

Recalculating a Coin’s Weight

In “Holmes on a Coin’s Weight,” we take the Editor’s proposed weight of a standard coin—twice that of a quarter—and calculate that 40 coins make a pound. This was prompted by questioning the validity of old-school D&D’s standard, ten coins to a pound, to measure encumbrance.  Now I’m curious about the real weight of coins made from precious metals.

Source of Incongruence

In his review of the TREASURE chapter of the Holmes manuscript, Zach Howard notes that the section with heading BASE TREASURE VALUES (Holmes, 34), in which the weight of a coin is specified as twice that of a quarter, is not present.1 We deduce, then, that neither the 110 nor the 140 pound coin is proposed by Holmes. Rather, the incongruous weights entered the publication during editing.

I added a brief mention in an update to the earlier article.

Precious Metal Coin Weights

A US quarter-dollar piece, 1.75 mm thick and 24.26 mm in diameter, has a volume of 808.93 mm3 or 0.81 cm3. By the weight of the precious metals from which D&D realms mint coins, we can calculate the number of coins in a pound by metal. We ignore electrum as the alloy varies in weight depending on its composition.

Precious Metal Pieces
Piece Copper Silver Gold Platinum Average
Volume (cm3) 0.81 0.81 0.81 0.81 0.81
1 cm3 Weight (lbs.) 0.0197 0.0231 0.0426 0.0473 0.0332
Piece Weight (lbs.) 0.0160 0.0187 0.0345 0.0383 0.0269
Pieces in 1 lb. 62.64 53.38 28.99 26.11 42.78

More precious metals are heavier. A pound of copper counts 64 pieces, while less than half that number make a pound of gold or platinum, 29 or 26 pieces respectively.

Forty Coins to a Pound

We could justify a pound of 40 coins by assuming most treasure hauls will have a mix of silver, gold, and platinum, with silver making up a half. We leave the copper pieces in a trail behind us, so we can find our way back to the hoard for a second load.2 The average of 53, 29, and 26 is 36 coins, which rounds up to an even 40.

And let’s take another look at the Holmes quarter-sized coin. Its weight, 0.025 pounds, is practically the average of the ensemble of precious metal coins: 0.027 pounds.

Precious Metal Pieces Compared to the Holmes Quarter
Piece Average of Precious Metal Pieces Holmes Quarter
Volume (cm3) 0.81 0.81
1 cm3 Weight (lbs.) 0.0332 0.0309
Piece Weight (lbs.) 0.0269 0.0250
Pieces in 1 lb. 42.78 40.00

The average number of pieces per pound is 42.78. Adding electrum (not shown) with equal parts gold and silver brings the average down to 41.74.

Aside: Early Calculations

That the average weight of precious metal coins comes so close to Holmes’s twice-a-quarter’s-weight makes me wonder whether some editor might have done the research and made the calculations.

In the Internet Age, out of sheer curiosity, I looked up the precise dimensions of a quarter and plugged them into a volume calculator, found a web page that gives weights of metals by volume, and entered a few simple formulas into an electronic spreadsheet.

Certainly, the average 1970s high school student could accomplish the same,3 though by other means. All the calculations—the coin’s volume and each formula for each metal—must be done by hand, possibly with the assistance of a handheld calculator. Before doing the numbers, the research to find the weights of precious metals—unless one had a set of encyclopedias on the home shelf or a reference work noting specific gravities of metals—required a library trip.

Again, it was doable without the web, but it took more time and effort. Whoever did it, if it was done prior to 1977, had to be motivated.

Ten Coins to a Pound

To weigh one-tenth of a pound, how big would a coin have to be?

The average weight of 1 cm3 of the given precious metals is 0.033178 lbs. One-tenth pound divided by 0.033178 is 3.014. So we need about 3 cm3 of metal. A coin of that volume and, let’s say, twice a quarter’s thickness, 3.5 mm, must have a diameter of 33.1 mm, which is 1.30 inches or just shy of 1516.

Coincidentally, the Eisenhower dollar coin, with a 1½-inch diameter and 110-inch thickness, has a volume of 2.8958 cm3. It weighs 24.624 grams or 120 of a pound. So, instead of a quarter dollar, we might say coins in D&D are the size of an Eisenhower dollar and twice the weight.

In a world of fantasy adventure, I could go with a coin of such an important size. It’s treasure, after all. It ought to look like treasure!

Still, even at quarter-size, we could argue for the ten-coin pound. As Moldvay suggests, when measuring encumbrance, we mustn’t neglect bulk. A coin seems to be the antithesis of bulk. It’s small, stackable with others, creates minimal lost space between pieces, and fistfuls of them fill voids between silver goblets and gold statuettes.

But a sack of coins isn’t rigid. I’m guessing that the only difference between a sack of 1,750 metal pieces and a party member’s corpse carried over your shoulder is that one of them will pay for a round at the base town tavern.

Euro Equivalents
Euro Equivalents.
The 2- and 1-euro coins are just larger and just smaller than a quarter: 25.25 and 23.25 mm in diameter, respectively. The 50-cent piece is the closest match at 24.25 mm, though its thickness, 2.38 mm, is a third again that of a quarter.

Notes

1 Zenopus Archives blog, “Part 34: ‘Many Monsters Carry Treasure.’

2 In adventurer jargon, copper pieces are called “dungeon marks.”

3 In a December 1983 Dragon article, David F. Godwin makes such calculations. “How many coins in a coffer?” (Dragon #80, 9) doesn’t question the tenth-pound coin but addresses the related problem of a coin hoard’s volume. One point Godwin makes is that, due to the heavier weights of metals, the volume of coins in a “full” sack is much less than the sack’s volume. Imagine a stack of ten quarters. It weighs one pound. Make six rows of stacks by ten columns. Rounding to convenient dimensions, a stack of ten quarters takes up a volume 1" × 1" × ¾". Stacked, the 600 coins take up 6" × 10" × ¾". Dump them into a large sack. Any more weight would burst the seams, but there’s still a lot of air in the volume. So much that even four times as many coins doesn’t begin to take up the space.

For an example of a large sack overfull, see the Erol Otus illustration in Moldvay’s D&D Basic Rulebook, B20.

Holmes on a Coin’s Weight

“…for 300 gold pieces are assumed to weigh about 30 pounds” (Holmes, 9).

Melqart raised the torch over his head. Flickering light glinted off gold and silver. An alabaster frieze decorated the far wall. Before it, coins spilled from coffers, chests, and brass urns. A gold chain adorned with precious stones sparkled red and green.

Melqart drew a breath. “How many rounds1 you reckon, Hathor?”

Hathor-Ra stood, shield lowered, mace pointing down, mouth agape.

“Hathor?”

She blinked at the dazzling mound. “Thousands and thousands!”

“How many sacks do we have?”

“Three large, one small… and I’ve got room in my backpack.”

In early D&D editions, the base unit to measure encumbrance is the “coin,” and ten of them weigh one pound. I struggled with that idea for a long time. Even if we assume that encumbrance is “a combination of weight and bulk,” as Tom Moldvay puts it (B20), a one-tenth-pound coin seems hardly credible. Eventually, I came around to accept the absurdity in favor of playability.

Ten coins to a pound started as early as OD&D, in which the average man weighs 1,750 coins (Vol. 1, 15). That the entry tops the encumbrance list is either to set a benchmark—175 lbs. was average for a 1970s American male—or to remind us it’s a dangerous world: there are rules for carrying a comrade’s corpse.

The ten-coin standard continued through AD&D and the “Basic” line (B/X, BECM/I, and the Rules Cyclopedia). It was abandoned in 2nd Edition, which uses pounds to measure encumbrance.

The quote at top from the section on encumbrance in Holmes Basic D&D pulls the heavy coin forward from OD&D. But Zach Howard’s reading of the Holmes manuscript implies that it wasn’t the Editor who wrote the encumbrance section,2 but rather a subsequent editor.3

Elsewhere in Holmes we read:

“All coins are roughly equal in size and weight, being approximately the circumference and thickness of a quarter and weighing about twice as much” (34).

Reading Zach Howard’s discussion of the Treasure section in the Holmes manuscript, I see that Holmes didn’t write about the size and weight of coins either. [22:30 13 February 2022 GMT]

This gives us the idea that Holmes used, at least in his own game, a smaller value for the weight of a coin.4 A US quarter-dollar piece weighs 5.67 grams. Twice that, 11.34, is 0.025 pounds. Using this as the standard, there are 40 coins in a pound.

Do you know what that means? You can carry four times more treasure out of the dungeon. That’s four times more treasure! More treasure for you, more treasure for me—more treasure for everyone!

Laden Thieves
Laden Thieves.
Adventurers carry 9,600 rounds in four large sacks.

Notes

1 A round, in adventurer jargon, is a precious-metal coin of any realm, past or present.

2 Zenopus Archives blog, “Part 6: ‘Fully Armored and Heavily Loaded’

3 Howard suggests, with compelling evidence, Gary Gygax for the Editor’s editor: “Interlude: Who Edited the Editor?

4 Written accounts from the Editor himself indicate that Holmes knew and used some rules from an early third-party OD&D supplement called Warlock. I wonder if a coin’s weight is addressed in those rules. Zenopus Archives blog, “Warlock or how to play D&D without playing D&D?

Having now had the opportunity to read Warlock as printed in The Spartan #9 (August 1975), I can report that, other than that it weighs one unit, no mention of a coin’s weight is contained therein. Nor is any other of Holmes’s unique rules. [18:34 19 May 2022 GMT]

Civilization and Diplomacy Map Boards on the Globe

Apart from Outdoor Survival, two other games have map boards that attract me as campaign world settings. I put them together to imagine the map of DONJON LANDS’ “Known World.”

I always thought Avalon Hill’s Civilization map board looked odd. I couldn’t put my finger on why it didn’t look right, but the shapes on the board didn’t match up with the Mediterranean map in my American-educated mind. I figured the map board artist was obliged to distort coastlines to fit land masses within a limited space or otherwise failed to color inside the lines.

I was surprised, when I laid a scan over a Google Earth screen projection, to see that the board artist only rotated the map a few degrees from north.

Both the geography and history of the Mediterranean and the Near East inspire adventures in ancient lands with seagoing voyages, threatened by mythological creatures from the deep, and desert treks to visit distant realms and explore forgotten temples atop stepped pyramids.

At the same time, pseudo-medieval is the “classic fantasy” I grew up with, before and after my introduction to adventure role-playing games. Northern Europe inspires adventures where vikings plunder coastal towns, armor-clad knights ride out from spired castles on quests for legendary objects, and druids chant rituals amid misty forests.

Unlike Civilization’s map, I thought the Diplomacy board was more or less correct—excepting Iceland, which I assumed was displaced to make way for the elevation legend. Not at all. I had to rotate the Diplomacy map a full 20 degrees to line up the coastlines on the globe. Thule is in its proper place.

Civilization and Diplomacy Map Boards on the Globe
Mappa Mundi.
Map boards from Advanced Civilization (Avalon Hill, 1991) and Diplomacy (Avalon Hill, 1976)—both rotated counterclockwise, 6.2° and 20.6° respectively—laid over a Google Earth image, oriented north (Google Earth imagery: Landsat/Copernicus Data SIO, NOAA, U.S. Navy, NGA, GEBCO IBCAO U.S. Geological Survey).